Spell Guide

This is a list of all possible spells that you can learn on your journey:

Articulate

Cost: 65 MP

Cool Down: 20 sec

Notes: This spell conjures all five vowels and the approximate vowel Y onto your game board in one row. It is useful for when vowels are scarce and you do not want to scroll the board further. It is also useful in combination with the Sleight of Hand spell which can convert vowels to health points.

Artillery

Cost: 50 MP

Cool Down: None

Notes: This defensive spell destroys the longest row ordered from the top down on your game board. It can be used to get rid of excessive letters that are encroaching towards the foul line.

Blind

Cost: 150 MP

Cool Down: 24 sec

Notes: This spell totally obscures a random amount of letter tiles on an opponent’s game board. This spell cannot be learned by human players. The blinded letters can still be used in play, however, they cannot be seen without being selected by a player.

Blitz

Cost: 30 MP

Cool Down: 28 sec

Notes: This offensive spell pushes the opponent’s foul line down a small fraction of their game board. It can move more per casting if the spell caster has a higher INT stat.

Capture

Cost: 75 MP

Cool Down: 20 sec

Notes: This offensive spell steals any word score multipliers from the opponent and delivers them to the spell caster’s game board on random letters. It can only capture at most 3 multipliers.

Cataclysm

Cost: 100 MP

Cool Down: 8 sec

Notes: This spell is probably the best defensive spell. It destroys half of the game board’s letters (the top half). It does pause gameplay while this occurs, however.

Conjure

Cost: 35 MP

Cool Down: 24 sec

Notes: This offensive spell creates a column of 2 letters (usually rarer letters such as Q or Z) and places it on the opponent’s game board in a randomly selected column.

Curse

Cost: 110 MP

Cool Down: 44 sec

Notes: This offensive spell casts curse effect on a random number of the opponent’s letter tiles. The number affected is proportional to the spell caster’s INT stat. If one uses a cursed letter tile in a word, the effect will be -10 MP per cursed letter used.

Deliverance

Cost: 85 MP

Cool Down: None

Notes: This spell conjures one of each letter not already present on your game board. For example, if you have every letter but B, V, X, Y, and Z, then only those letters will drop.

Drain

Cost: 100 MP

Cool Down: 36 sec

Notes: This spell simply takes away 1/2 of the MP an opponent currently has.

Excise

Cost: 75 MP

Cool Down: 24 sec

Notes: This spell destroys excessive letter tiles. For example, if you have 9 A’s on your game board, this spell will trim the number of them down. This spell can compact a game board considerably and is a useful defensive spell.

Heal

Cost: 120 MP

Cool Down: 52 sec

Notes: This spell heals the spell caster by a small amount. This spell cannot be used by human players.

Incinerate

Cost: 150 MP

Cool Down: 36 sec

Notes: This offensive spell casts fire on 3 of the opponent’s letter tiles. Tiles that are on fire will cause periodic damage in the amount of -2 HP per tile until the letter is used to form a word by the opponent or destroyed by some other spell.

Inferno

Cost: 125 MP

Cool Down: 32 sec

Notes: This offensive spell casts fire on 1 of the opponent’s letter tiles.

Inflict

Cost: 70 MP

Cool Down: 16 sec

Notes: This offensive spell casts disease on 1 of the opponent’s letter tiles. Tiles that are diseased cause periodic damage in the amount of -10 MP per tile until the letter is used to form a word by the opponent.

Life Debt

Cost: 40 MP

Cool Down: 12 sec

Notes: This spell destroys all E’s on the spell caster’s game board and trades each for +1 HP.

Mass Conjure

Cost: 100 MP

Cool Down: 36 sec

Notes: This offensive spell conjures a row of six rare letters on the opponent’s game board.

Melee

Cost: 80 MP

Cool Down: 28 sec

Notes: This spell trades Q’s, Z’s, and X’s for an attack against the spell caster’s opponent for -2 HP damage per letter. An item to note is that Melee attacks cannot be blocked. Melee is a good counter spell to the conjure series of spells.

Metamorphosis

Cost: 125 MP

Cool Down: 48 sec

Notes: This spell converts some of the opponent’s consonants into random vowels. The extent of the damage is determined by the INT stat of the spell caster.

Numerals

Cost: 60 MP

Cool Down: 28 sec

Notes: This spell converts V’s, X’s, I’s, and L’s on the spell caster’s game board into bonus gold tiles. When used in a word, these gold tiles will give a small gold bonus.

Omega Conjure

Cost: 125 MP

Cool Down: 36 sec

Notes: This offensive spell conjures a column of 4 rare letters onto the opponent’s game board.

Poison

Cost: 50 MP

Cool Down: 44 sec

Notes: This offensive spell casts poison onto a random number of tiles on the opponent’s game board. The amount of tiles affected is proportional to the INT stat of the spell caster. If a poisoned letter tile is used in a word, -2 HP damage per tile occurs.

Retreat

Cost: 32 MP

Cool Down: 28 sec

Notes: This defensive spell retracts the foul line back towards the top of the game board when used. This is a direct defensive spell to the Blitz spell.

Rush

Cost: 50 MP

Cool Down: 28 sec

Notes: This offensive spell causes the opponent’s game board to rise at twice the rate of normal rising for about 15 seconds.

Sleight of Hand

Cost: 85 MP

Cool Down: 48 sec

Notes: This spell trades all vowels on the game board for +2 HP replenish each. Although it can grant a lot of HP in certain cases, it makes spelling words difficult because no vowels exist any longer. Y’s are not considered vowels when using this spell.

Spear Thrust

Cost: 30 MP

Cool Down: None

Notes: This spell destroys the tallest column on the game board from prioritized from left to right. It can be a useful defense against Conjure and Omega Conjure spells.

Suggestion

Cost: 150 MP

Cool Down: 28 sec

Notes: This spell displays a word that you can spell given the current letters on your game board. It uses the letter you are currently highlighting with your cursor. Not all letters will create a known word so it is possible for this spell to show no hints.

Summon Stone

Cost: 35 MP

Cool Down: None

Notes: This spell drops a large stone onto your game board stopping the rising of your tiles for a short amount of time. During this time, you also cannot advance the game board until the stone lifts. This spell can be useful for stopping the letters from hitting the foul line if they get too close to the top.

Thievery

Cost: 80 MP

Cool Down: 24 sec

Notes: This powerful spell will steal half of your opponent’s current word score when cast.